/// <summary>実数から四元数を構成</summary> public static Tensor QuaternionCast(Tensor real, Tensor imag_i, Tensor imag_j, Tensor imag_k) { Function function = new Functions.Quaternion.QuaternionCast(); Shape y_shape = function.OutputShapes(real.Shape)[0]; Tensor y = new Tensor(y_shape); function.Execute(new Tensor[] { real, imag_i, imag_j, imag_k }, new Tensor[] { y }); return(y); }
/// <summary>実数から四元数を構成</summary> public static VariableNode QuaternionCast(VariableNode real, VariableNode imag_i, VariableNode imag_j, VariableNode imag_k) { Function function = new Functions.Quaternion.QuaternionCast(); return(Apply(function, real, imag_i, imag_j, imag_k)[0]); }